Ettin – Twin Eyes of Gruumsh

“An Ettin with magic power? It’s… absurd! And unfair!”
“Wait… did they just hit their other head with magic missiles?”
” …We might get out of this pickle after all!”

It so happens that some ettins, who are distant cousins to the orcs, live among them, following a more or less mutually beneficial agreement (Ettin, Monster Manual, p132). Even if they are not in general extremely loyal towards their allies, the two-headed creatures sometimes pay a strange attention to the rituals of the ones they are supposed to protect.

Within clans that worship Gruumsh, a small number of orcs offer him an eye as a sacrifice in exchange for magical might (Orc Eye of Gruumsh, Monster Manual, p. 245). On rare occasions, an ettin manages to get along with themselves long enough to copy this gesture on each of their faces. Gruumsh, who does not look twice at where such a sacrifice comes from, then gives his blessing to the ettin, who becomes an Ettin Twin Eyes of Gruumsh. Both of the ettin’s head, each left with one functioning eye, can cast spells.

A Twin Eyes of Gruumsh ettin is always part of an orc clan that is sufficiently rich to provide for them. The blessing they received grants them an important status, but they are as revered as they are feared. Orcs offer them large amounts of food as well as minor offerings to make their alliance look desirable, while maintaining them apart from the rest of the clan.

After all, the powers granted by Gruumsh do not make the ettin more disciplined or smart. Its two heads do not get along any better than those of an ordinary ettin. The magical capacities they possess make their disputes even more violent and dangerous, on top of making them fearsome adversaries.

Why add a Twin Eyes of Gruumsh ettin to an encounter?

To surprise your players

Apart from their missing eyes, nothing visually differentiates a Twin Eyes of Gruumsh ettin from your standard ettin. Careless adventurers could put themselves at risk when caught unaware by its magical capacities.

For a comical and chaotic effect

When the ettin’s two heads argue, they don’t hesitate to cast spells, without a care for the environment, that can be damaged by fire or detonations. The goal of the encounter could thus become for the adventurers to consider the ettin as an obstacle they should discreetly skirt around if they don’t want to become a direct target for this raging destruction.

Tactical advice

The ettin has no great tactical capability. They will seldom retreat, and will likely attack the enemy they deem most dangerous first.

  • Against a powerful enemy: one of the heads will concentrate on True Strike then will launch Thunderous smite while the other will concentrate on Hunter’s Mark.
  • Against a group of enemies: the ettin can use Burning Hands or Thunderwave (or both).
  • Against a remote enemy: the ettin can use Magic Missile.

Stats

Ettin Twin Eyes of Gruumsh

Large giant, chaotic evil Armor Class 12(natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft.

STR
21(+5)

DEX
8(-1)

CON
17(+3)

INT
6 (-2)

WIS
10 (+0)

CHA
8 (-1)


Skills Perception +4
SensesDarkvision 60ft., passive Perception 14
Languages Giant, Orc
Challenge 5 (1700 PX)
Wakeful. When one of the ettin’s heads is asleep, its other head is awake.
Bicephalous concentration. Each head can maintain concentration independently (True Strike and Hunter’s Mark). When the ettin takes damage, each head must make a Constitution saving throw to see if each loses its concentration.
Spellcasting. Each of the ettin’s head is a 1st-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 10, +0 to hit with spell attacks).
The ettin’s right head has the following cleric spells prepared:
Cantrips (at-will): True Strike
1st level (1 slot) : Thunderwave
2nd level (1 emplacement) : Thunderous smite
The ettin’s left head has the following cleric spells prepared:
1st level (2 slots) : Burning Hands, Hunter’s Mark, Magic Missile

Actions Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

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